Browsing '2014 ': Students starting in 2014

Game development – Introduction: Week 5

This week (besides reworking the defense-plant unit animation as we were advised to do at our alpha-presentation) I’ve started working on redesigns for the enemies in the game, more specifically the melee enemy and its walk animation. The reason for this is to make them more in line with the style of the game and adjust the designs to better reflect their function. The previous design for the melee enemy was nice but was too close silhouette-wise to the ranged […]

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Program: Graphics

Game development – Introduction: Week 5

This week (besides reworking the defense-plant unit animation as we were advised to do at our alpha-presentation) I’ve started working on redesigns for the enemies in the game, more specifically the melee enemy and its walk animation. The reason for this is to make them more in line with the style of the game and adjust the designs to better reflect their function. The previous design for the melee enemy was nice but was too close silhouette-wise to the ranged […]

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Program: Graphics

The sound of suffocation


This week I have been working on developing the sound for power ups and state artifacts for our game. The one I will describe today is the state-sound for when the avatar lacks of oxygen. Since the avatar is underwater during the entire gameplay, she has a tank on her back that delivers oxygen. The amount of oxygen is displayed on the hud along with ammo and the amount of samples that the player has collected. As time goes, […]

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Program: Graphics

The sound of suffocation


This week I have been working on developing the sound for power ups and state artifacts for our game. The one I will describe today is the state-sound for when the avatar lacks of oxygen. Since the avatar is underwater during the entire gameplay, she has a tank on her back that delivers oxygen. The amount of oxygen is displayed on the hud along with ammo and the amount of samples that the player has collected. As time goes, […]

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Program: Graphics

Last Signal – Doors and Switches

When the player is traversing through the levels of the Last Signal, we want to have the player want to explore the level that is presented to them. We also wanted the player to have more to do rather than go from point A to point B and shoot the enemies. This was ensured by the creations of doors that blocked off sections of the levels and having switches that the player has to interact with to open the doors.
The doors started […]

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Program: Programming

Last Signal – Doors and Switches

When the player is traversing through the levels of the Last Signal, we want to have the player want to explore the level that is presented to them. We also wanted the player to have more to do rather than go from point A to point B and shoot the enemies. This was ensured by the creations of doors that blocked off sections of the levels and having switches that the player has to interact with to open the doors.
The doors started […]

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Program: Programming

Dörrar

Den här veckan tänker jag skriva om dörr objektet / dörrarna i spelet.

För att färska upp i bloggen vad för projekt jag jobbar på, så säger jag nu att det är Fancy-Mansion och vi har valt att göra dörrar och nycklar för att låsa av olika rum. Men med en nyckel som du kan hitta i andra objekt i omgivningen så kan du låsa upp de dörrarna.
Stegvis gör jag om vas-objektet / vas-klassen till en dörr. […]

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Program: Programming

Dörrar

Den här veckan tänker jag skriva om dörr objektet / dörrarna i spelet.

För att färska upp i bloggen vad för projekt jag jobbar på, så säger jag nu att det är Fancy-Mansion och vi har valt att göra dörrar och nycklar för att låsa av olika rum. Men med en nyckel som du kan hitta i andra objekt i omgivningen så kan du låsa upp de dörrarna.
Stegvis gör jag om vas-objektet / vas-klassen till en dörr. […]

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Program: Programming

Design for Magic Writer. Blog post 3, The ever-moving focus

The information players can gather from the screen is very important. It’s extra important in a game of stress where they need to know the situation at just a glance to be able to plan their next move in time. It’s time to give them that information.Welcome back to another Magic Writer design post.
One issue which came up in a recent discussion with our teacher and senior was the focus of our game. And when I say focus, I’m talking […]

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Program: Programming

Design for Magic Writer. Blog post 3, The ever-moving focus

The information players can gather from the screen is very important. It’s extra important in a game of stress where they need to know the situation at just a glance to be able to plan their next move in time. It’s time to give them that information.Welcome back to another Magic Writer design post.
One issue which came up in a recent discussion with our teacher and senior was the focus of our game. And when I say focus, I’m talking […]

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Program: Programming

Weekly blog assignment #3

Hi there and welcome back!
So, this week started a bit late for our group. Our scrum master was not here, so we had our weekly scrum meeting on Tuesday instead, which led to that no one in our group had anything special to do on Monday. So I spent Monday on just reading our code and trying to understand the whole structure better, as this has been and is my greatest flaw in programming. Mostly I read through our Animation […]

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Program: Programming

Weekly blog assignment #3

Hi there and welcome back!
So, this week started a bit late for our group. Our scrum master was not here, so we had our weekly scrum meeting on Tuesday instead, which led to that no one in our group had anything special to do on Monday. So I spent Monday on just reading our code and trying to understand the whole structure better, as this has been and is my greatest flaw in programming. Mostly I read through our Animation […]

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Program: Programming

Ammunition Crates

This week has been a fair bit of work under the hood, preparing new things and setting up stuff for a later date. Given this there haven’t been much made to show. Thus this weeks post will talk about ammunition pick-ups.
As mentioned in the post about flares, our projectiles are limited due to the fact that having an endless amount would render the lack of light pointless. However, since it is a limited resource, refills can be an essential part […]

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Program: Programming

Ammunition Crates

This week has been a fair bit of work under the hood, preparing new things and setting up stuff for a later date. Given this there haven’t been much made to show. Thus this weeks post will talk about ammunition pick-ups.
As mentioned in the post about flares, our projectiles are limited due to the fact that having an endless amount would render the lack of light pointless. However, since it is a limited resource, refills can be an essential part […]

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Program: Programming

Game Dev: Digging tunnels and flooding them (Group 13)

Hi!
This week, I have been helping out on the programming side of Mole Munch. I started programming for the team last week during the days leading up to the alpha, and have continued helping out with that this week.
My task this week was to work on the tunnel system, which I consider one of our core mechanics. Mole Munch is about constantly switching between surface and dig mode, avoiding gardeners on the surface and water spreading in your tunnel below ground. […]

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Program: Graphics

Game Dev: Digging tunnels and flooding them (Group 13)

Hi!
This week, I have been helping out on the programming side of Mole Munch. I started programming for the team last week during the days leading up to the alpha, and have continued helping out with that this week.
My task this week was to work on the tunnel system, which I consider one of our core mechanics. Mole Munch is about constantly switching between surface and dig mode, avoiding gardeners on the surface and water spreading in your tunnel below ground. […]

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Program: Graphics

Last Signal – Doors and Switches

When the player is traversing through the levels of the Last Signal, we want to have the player want to explore the level that is presented to them. We also wanted the player to have more to do rather than go from point A to point B and shoot the enemies. This was ensured by the creations of doors that blocked off sections of the levels and having switches that the player has to interact with to open the doors.
The doors started […]

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Program: Programming

Last Signal – Doors and Switches

When the player is traversing through the levels of the Last Signal, we want to have the player want to explore the level that is presented to them. We also wanted the player to have more to do rather than go from point A to point B and shoot the enemies. This was ensured by the creations of doors that blocked off sections of the levels and having switches that the player has to interact with to open the doors.
The doors started […]

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Program: Programming

Weekly assignment #3 Enemy character – Again.

Hello again!
So this week has been some what of a rerun of the first week. During the first weeks we decided to go with an isometric perspective of our game to play at our strong side, since we were twice the graphic students than we are programmers (4/2). Some problems came and up and our group didn’t have the knowledge to implement isometric graphic to an isometric view. This left us with isometric graphic, which could not be implemented to […]

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Program: Graphics

Weekly assignment #3 Enemy character – Again.

Hello again!
So this week has been some what of a rerun of the first week. During the first weeks we decided to go with an isometric perspective of our game to play at our strong side, since we were twice the graphic students than we are programmers (4/2). Some problems came and up and our group didn’t have the knowledge to implement isometric graphic to an isometric view. This left us with isometric graphic, which could not be implemented to […]

/ Comments Off on Weekly assignment #3 Enemy character – Again.
Program: Graphics

Weekly assignment #3 Enemy character – Again.

Hello again!
So this week has been some what of a rerun of the first week. During the first weeks we decided to go with an isometric perspective of our game to play at our strong side, since we were twice the graphic students than we are programmers (4/2). Some problems came and up and our group didn’t have the knowledge to implement isometric graphic to an isometric view. This left us with isometric graphic, which could not be implemented to […]

/ Comments Off on Weekly assignment #3 Enemy character – Again.
Program: Graphics

Weekly assignment #3 Enemy character – Again.

Hello again!
So this week has been some what of a rerun of the first week. During the first weeks we decided to go with an isometric perspective of our game to play at our strong side, since we were twice the graphic students than we are programmers (4/2). Some problems came and up and our group didn’t have the knowledge to implement isometric graphic to an isometric view. This left us with isometric graphic, which could not be implemented to […]

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Program: Graphics

Dragon song – animations using Thor

With the alpha completed we began the work on the beta. I have mainly worked with the implementation of animation in our game. This blog posts will be about that topic.
Previously to this week I had never animated from a programmers point of view, I have had some very inconsequential experience with animating in flash. When I researched how to animate using SFML I found out about a library extension called Thor.  From reading the documentation I saw some functionalities […]

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Program: Programming

Dragon song – animations using Thor

With the alpha completed we began the work on the beta. I have mainly worked with the implementation of animation in our game. This blog posts will be about that topic.
Previously to this week I had never animated from a programmers point of view, I have had some very inconsequential experience with animating in flash. When I researched how to animate using SFML I found out about a library extension called Thor.  From reading the documentation I saw some functionalities […]

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Program: Programming